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<blockquote data-quote="Retreater" data-source="post: 8022976" data-attributes="member: 42040"><p>It depends on why the players want to play a certain race. Is it for crunch reasons or fluff? I ran an all orc campaign, just allowing the players to take the mechanical benefits of whatever race they were wanting to complement their class and playstyle, then made the fluff that said "but he or she is an orc." Because there are charismatic and intelligent orcs too. </p><p>If it's a fluff issue, and they want a campaign connection to a culture that doesn't exist in your setting (like a tinkerer gnome in Dark Sun), I'd probably try to find something similar to suggest. If that didn't work, I'd recommend planar travel (if that's in the setting) as a next option. The third and final option would be "you can play that, but you're an outlier, from an unknown civilization." </p><p>In many settings, it doesn't matter to me. These are big worlds, and I'm sure not every nook and cranny has been explored and mapped. There will be monsters that the PCs have never heard of, why not also an isolated culture of peoples?</p><p>The main thing would be in the theme of the campaign setting. If you're running Dark Sun and someone wants to play a steampunk dwarf with a hoverpack, I'd probably say no to the concept of the character. But before I chose to run Dark Sun, I'd get everyone on board, even before Session 0. Then if we had all in been in agreement and a player came with that steampunk dwarf, I'd suggest to that player with the hoverpack that they hang on to the concept and bring it into the next campaign.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8022976, member: 42040"] It depends on why the players want to play a certain race. Is it for crunch reasons or fluff? I ran an all orc campaign, just allowing the players to take the mechanical benefits of whatever race they were wanting to complement their class and playstyle, then made the fluff that said "but he or she is an orc." Because there are charismatic and intelligent orcs too. If it's a fluff issue, and they want a campaign connection to a culture that doesn't exist in your setting (like a tinkerer gnome in Dark Sun), I'd probably try to find something similar to suggest. If that didn't work, I'd recommend planar travel (if that's in the setting) as a next option. The third and final option would be "you can play that, but you're an outlier, from an unknown civilization." In many settings, it doesn't matter to me. These are big worlds, and I'm sure not every nook and cranny has been explored and mapped. There will be monsters that the PCs have never heard of, why not also an isolated culture of peoples? The main thing would be in the theme of the campaign setting. If you're running Dark Sun and someone wants to play a steampunk dwarf with a hoverpack, I'd probably say no to the concept of the character. But before I chose to run Dark Sun, I'd get everyone on board, even before Session 0. Then if we had all in been in agreement and a player came with that steampunk dwarf, I'd suggest to that player with the hoverpack that they hang on to the concept and bring it into the next campaign. [/QUOTE]
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